US20130053118A1 - Game of Skill with Wagering Components - Google Patents
Game of Skill with Wagering Components Download PDFInfo
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- US20130053118A1 US20130053118A1 US13/223,085 US201113223085A US2013053118A1 US 20130053118 A1 US20130053118 A1 US 20130053118A1 US 201113223085 A US201113223085 A US 201113223085A US 2013053118 A1 US2013053118 A1 US 2013053118A1
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- game
- randomized
- skill
- prize
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3223—Architectural aspects of a gaming system, e.g. internal configuration, master/slave, wireless communication
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3216—Construction aspects of a gaming system, e.g. housing, seats, ergonomic aspects
- G07F17/3218—Construction aspects of a gaming system, e.g. housing, seats, ergonomic aspects wherein at least part of the system is portable
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3225—Data transfer within a gaming system, e.g. data sent between gaming machines and users
- G07F17/3232—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed
- G07F17/3237—Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed about the players, e.g. profiling, responsible gaming, strategy/behavior of players, location of players
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3244—Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
- G07F17/3258—Cumulative reward schemes, e.g. jackpots
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3286—Type of games
- G07F17/3295—Games involving skill, e.g. dexterity, memory, thinking
Definitions
- the present invention relates generally to gaming systems, machines, and methods used to provide wagering games, and, more particularly, to a game of skill with wagering components.
- Gaming systems, machines, and methods used to provide wagering games may be electronically implemented by mechanisms akin to traditional slot machines. These may be referred to as “slot machines” because they commonly show the result of a wager by displaying reels of symbols or empty spaces, and indicating a payout based on particular alignments or combinations of the symbols or empty spaces. In an electronic slot machine, the results may be determined by generating a random number to select a payout from a set or range of possible payouts.
- Gaming systems, machines, and methods used to provide wagering games may be electronically implemented by instant lottery systems. These may be referred to as “video lottery” systems because they commonly show the result of a play in the lottery game on a video display device at the player terminal.
- the results may be identified by a set of electronic lottery records.
- the set of electronic lottery records may be analogous to a set of printed paper lottery game tickets.
- Individual lottery game play records may be assigned from the set of electronic lottery game play records in some random order in response to requests for plays in the lottery game.
- the result defined by an assigned electronic lottery game play record may be displayed at an electronic lottery player station rather than on a printed lottery ticket.
- an electronic lottery game set may include one million records, with one record associated with the top prize, ten records associated with a next highest prize, and so forth throughout all of the potential results available in the lottery game set.
- Gaming systems, machines, and methods used to provide wagering games may be electronically implemented by predetermined cards or displays and include a number of designations randomly arranged in a grid, matrix, or other layout of locations.
- The may be referred to as “bingo” systems.
- the game board or display may be represented by a data structure which defines a representation having various card or display locations and designations associated with the locations. For example, in a traditional bingo game sequence, a number of the predetermined bingo cards are first sold for a particular bingo game. After the sale of bingo cards is closed for a given game, designations are randomly selected from a pool of available designations and matched to the designations on each bingo card that is in play in the bingo game. This matching of bingo designations randomly selected for a game and bingo designations associated with a bingo card in play in the game may be referred to as daubing the card.
- an article of manufacture includes a computer readable medium and computer-executable instructions carried on the computer readable medium.
- the instructions are readable by a processor.
- the instructions when read and executed, cause the processor to present a game of skill including at least one goal associated with a portion of the game, accept a wager for a randomized prize, conduct a randomized selection process to determine the randomized prize, provide interactive control of the game of skill to a user in response to the wager, and determine whether the goals has been successfully accomplished by the user.
- an electronic device in another embodiment, includes a computer-readable medium, a processor coupled to the computer-readable medium, a display, one or more input/output controls, and instructions readable by the processor and stored on the computer-readable medium.
- the instructions when read and executed, cause the processor to present a game of skill on the display, the game including a goal associated with a portion of the game, accept a wager through the input/output controls, the wager for a randomized prize, conduct a randomized selection process to determine the randomized prize, in response to the wager provide interactive control of the game to a user through the display and input/output controls, and determine whether the goals have been successfully accomplished.
- a method for providing skill game play with wagering components includes presenting a game of skill on a display, accepting a wager for a randomized prize, conducting a randomized selection process to determine the randomized prize, in response to the wager providing interactive control of the game to a user through the display and input/output controls, and determining whether the a goal have been successfully accomplished.
- the game includes the goal and it is associated with a portion of the game.
- FIG. 1 is an example embodiment of a system for a game of skill with wagering components
- FIG. 2 is a more detailed illustration of an example system for a game of skill with wagering components, illustrating generation of randomized prize
- FIGS. 3A-3E are an example screens of a display of an electronic gaming machine during operation of a system for a game of skill with wagering components
- FIG. 4 is an example embodiment of a method of interfacing with a user to provide a game of skill with wagering components
- FIG. 5 is an example embodiment of a method of determining a prize to a user to playing a game of skill with wagering components.
- FIG. 1 is an example embodiment of a system 100 for a game of skill with wagering components.
- System 100 may include an electronic gaming machine (“EGM”) 102 communicatively coupled to a gaming server 104 and/or an affinity server 106 .
- EGM 102 may be configured for providing a skill game 110 to a user, who may play the skill game 110 in combination with placing a wager through a wager application 112 .
- system 100 may be configured to provide a randomized prize associated with the wager made through wager application 112 based upon whether or not a portion of skill game 110 is successfully completed.
- system 100 may be configured to provide a randomized prize associated with the wager without regard to whether a portion of skill game 110 is successfully completed.
- EGM 102 may be implemented in any suitable manner according to the teachings of this disclosure.
- EGM 102 may be implemented, for example, in an electronic device such as a portable device, tablet device, mobile device, traditional wagering game cabinet, or arcade gaming cabinet.
- EGM 102 may include a processor 118 coupled to a memory 120 .
- Processor 118 may be configured to execute different logic or instructions stored in memory 120 .
- Processor 118 may be coupled to one or more displays 116 and input/output (“I/O”) 114 .
- EGM 102 may include any suitable display 116 and I/O 114 .
- display 116 may include a display of a portable device, tablet device, mobile device, or game cabinet.
- I/O 114 may include one or more buttons, switches, a touch screen panel, joysticks, levers, trackballs, or any other suitable I/O mechanisms.
- system 100 may include more EGMs networked together through gaming server 104 .
- Such EGMs may make up a bank of gaming devices in, for example, a casino or part of a casino.
- one or more EGMs of system 100 may include portable or similar devices that may be checked out from a kiosk in a casino.
- one or more EGMs of system 100 may include player-owned mobile devices which may install gaming applications and be usable within the premises of a casino.
- gaming application 108 may be executed on a remote memory of a machine other than EGM 102 , such as gaming server 104 , and EGM 102 may be configured to act as a thin client for displaying gaming application 108 while offloading some or all of the processing required, for example, for skill game 110 or wager application 112 .
- system 100 is illustrated having an EGM 102 communicatively coupled to a gaming server 104 , wherein the gaming server 104 contains several mechanisms for conducting game play such as network wager application 124 , accumulator 128 , or skill game server application 126 , in various embodiments one or more of the components of gaming server 104 as described may be implemented by or on EGM 102 . In one embodiment, all wagering computation, payouts, or determinations may be conducted on EGM 102 . In another embodiment, all skill game computations, awards, or determinations may be conducted on EGM 102 . In such embodiments, EGM 102 may be configured to function as a stand-alone machine. In such embodiments, EGM 102 may be configured to connect to a server such as gaming server 104 for activities such as reporting, but not in order to conduct individual skill games and/or wagers.
- a server such as gaming server 104 for activities such as reporting, but not in order to conduct individual skill games and/or wagers.
- Processors 118 , 130 , 138 may comprise, for example a microprocessor, microcontroller, digital signal processor (DSP), application specific integrated circuit (ASIC), or any other digital or analog circuitry configured to interpret and/or execute program instructions and/or process data.
- processors 118 , 130 , 138 may interpret and/or execute program instructions and/or process data stored in memories 120 , 132 , 140 .
- Memories 120 , 132 , 140 may be configured in part or whole as application memory, system memory, or both.
- Memories 120 , 132 , 140 may include any system, device, or apparatus configured to hold and/or house one or more memory modules. Each memory module may include any system, device or apparatus configured to retain program instructions and/or data for a period of time (e.g., computer-readable media).
- EGM 102 may include a gaming application 108 including skill and wagering components.
- a gaming application 108 may include a skill game 110 and a wager application 112 .
- Skill game 110 and applications 108 , 112 may be implemented in any suitable mechanism, such as an application, script, module, shared library, function, or routine. Skill game 110 and wager application 112 may be implemented in the same or separate applications.
- skill game 110 may include a stand-alone skill game capable of being used outside a wagering application, and may be augmented by wager application 112 to be used for wagering purposes.
- skill game 110 may include built-in wagering components. Some portions or functions of skill game 110 may be implemented by wager application 112 , or vice-versa.
- Skill game 110 may be configured to present one or more games of skill to a user of EGM 102 .
- Such a skill game 110 may include any one of a host of games wherein successful play is primarily accorded to the mental, reflex, physical, or other ability of the player.
- Such successful play may be contrasted with games in which successful play is primarily accorded to random chance, such as many traditional casino games such as bingo, slot machines, Blackjack, craps, roulette, etc.
- Such games may primarily depend on chance even when optimally played by a user.
- Skill game 110 may include, for example, sports-simulation games, racing games, trivia games, action games, shooter games, physics games, word games, puzzle games, adventure or role-playing games, pinball, arcade games, strategy games, simulation games, board games, or rhythm games. Skill game 110 may include games known outside of a wagering context. Skill game 110 may include one or more randomized aspects of the game, such as the movement of an enemy within the game. However, a player of skill game 110 may be able to adapt to the random aspects of the game, depending upon the skill of the player.
- Skill game 110 may be divided into one or more levels, objectives, or other subdivisions. Skill game 110 may be episodic in nature. As such, skill game 110 may be configured to unlock such levels, objections, or other subdivisions of game play depending upon prior successful completion of previous subdivisions. The game play of skill game 110 may progress towards the completion of a storyline or overall game accomplishment. The subdivisions of game play within skill game 110 may be designed according to a desired combination of wagering and length of skill game 110 play. The subdivision of game play of skill game 110 may depend upon the specific skill game 110 . For example, a subdivision of game play may include completing a single level within the game, defeating a certain opponent, reaching the end of a time period with or without a certain core, answering questions successfully, or solving a puzzle. In one embodiment, a skill game 110 may include games in which a given subdivision of skill game 110 may be completed with perfect play by the player.
- Skill game 110 may be configured to award points, progression levels, achievements, or other recognition for successful activities within skill game 110 . Such skill game 110 points may be awarded, tracked, accrued, or redeemed separately from wagers placed upon game play of EGM 102 .
- EGM 102 may include features for traditional casino gaming actions, such as adding money for wagering, picking a certain number of credits or money to wager, cashing out deposited credits or money, or calling an attendant.
- EGM 102 may include more than one skill game 110 .
- Skill game 110 may be preloaded into EGM 102 or may be downloaded or streamed from a server.
- EGM 102 may display a choice of skill games 110 .
- Each skill game 110 may have a demonstration mode by which a user may preview the game play, goals, or possible prize levels of the game. Within a skill game 110 , a user may be able to select from one or more levels to play.
- EGM 102 may include a login function to login to a user account.
- a user account may include tracking of wagering and/or game play within skill game 110 .
- Wager application 112 may be configured to enable a user of EGM 102 to place a wager. Wager application 112 may be configured to require a wager before skill game 110 proceeds with game play. Skill game 110 may be configured to allow a user to attempt or play a defined set or number of subdivisions of skill game 110 for a given wager. Wager application 112 may be configured to determine a randomized prize for a given wager. Wager application 112 may be configured to determine such a randomized prize by accessing gaming server 104 . Such a randomized prize may be implemented by any suitable mechanism of casino wagering and randomized prizes, for example, those used in slot machines, bingo games, Class II or Class III devices.
- wager application 112 may be configured to only pay the randomized prize to the user upon the successful completion of a subdivision of game play of skill game 110 . In such an embodiment, wager application 112 may determine whether the player has successfully accomplished a subdivision of skill game 110 before awarding the randomized prize to the user. In another embodiment, wager application 112 may be configured to pay the randomized prize to the user upon the successful or unsuccessful completion of a subdivision of game play of skill game 110 . After termination of a finite amount of play in skill game 110 , wager application 112 may be configured to require an additional wager before skill game 110 allows a user to make additional plays in skill game 110 .
- Wager application 112 may be configured to accept payment from a user, keep track of the available funds or credits with which to play, and provide indications to the user of prizes or payouts received as a result of wagering. Wager application 112 may be configured to cash out a balance of a user's available funds. The funds used to wager may be represented in currency, credits, or any other suitable unit.
- Gaming server 104 may be configured to communicate with gaming application 108 to facilitate skill game 110 play or wagering through wager application 112 .
- Gaming server 104 may include a processor 130 coupled to a memory 132 .
- Processor 130 may be configured to execute logic for components of gaming server 104 such as network wager application 124 , skill game server application 126 , and accumulator 128 .
- Network wager application 124 may be communicatively coupled to various EGMs such as EGM 102 , and configured to monitor wagering occurring at each such EGM 102 .
- network wager application 124 may be configured to conduct randomized prize determinations on behalf of wager application 112 .
- network wager application 124 may be configured to conduct a bingo game to determine potential prizes to a given EGM 102 .
- prize determinations may be made in wager application 112 itself.
- Network wager application 124 may be configured to determine whether or not to award prizes resulting from wagers on the basis of, for example, success in skill game 110 . Unawarded prizes, or portions thereof, may be added by network wager application 124 to accumulator 128 .
- Accumulator 128 may be organized by unawarded prizes based on source machine, source network, source game, or source game subdivision.
- Network wager application 124 may be configured to award prizes based on a randomized event, such as a bingo game or random number generator and payout table, in combination with a randomized amount of funds accumulated in accumulator 128 .
- network wager application 124 may be configured to provide a progressive gaming scheme.
- Skill game server application 126 may be communicatively coupled to various EGMs such as EGM 102 and configured to monitor or facilitate skill game play occurring at each such EGM 102 .
- skill games 110 requiring head-to-head competition between EGMs may be coordinated by skill game server application 126 .
- Skill game server application 126 may be configured to determine winners, placings, and skill game points among multiple players. Some games, such as a trivia game, may be played among many players in a given location, and thus skill game server application 126 may award skill game points based on the total number of competitors.
- Skill game server application 126 may be communicatively coupled to accumulator 128 and may be configured to determine for a given skill game 110 an available accumulator value to be displayed to a user of EGM 102 . Skill game server application 126 may be configured to display a leaderboard or rankings of players at a given location, within a specified group, or from a larger geographic area. Skill game server application 126 may identify players according to user names or handles picked by the players when setting up a login account for the skill game 110 .
- Accumulator 128 may include an application, record, database, or other mechanism for storing unawarded prizes. Prizes may be unawarded because, for example, a player failed to complete a specified goal on a subdivision of skill game 110 , and thus was not awarded a prize based on an associated wager. Thus, accumulator 128 may include, a randomized prize such as money or credits that were previously unawarded due to a failure to complete a given subdivision of skill game 110 play. Accumulator 128 may include wagers that failed to yield a prize due to a randomized process that determined that no prize would be awarded. Such unsuccessful wagers may be included as part of a progressive gaming scheme.
- Network wager application 124 may be configured to add value to accumulator 124 when a randomized prize is less than a wager placed by a user of EGM 102 , or upon a failure of the user to complete a given subdivision of skill game 110 play.
- Network wager application 124 may be configured to generate a randomized prize for a wager based upon the wager and upon a value of accumulator 128 .
- Accumulator 128 may include accumulated values associated with skill games for an entire casino, an individual skill game 110 , individual subdivisions of play within the skill game 110 , an individual EGM 102 , or an entire network of EGMs within a casino or larger geographic area.
- a skill game 110 may be configured to display the value of accumulator 128 for a given game or game play subdivision as an incentive for players to attempt the game or game play subdivision.
- gaming server 104 may be implemented within an individual EGM 102 , or vice-versa.
- portions of network wager application 124 for determining randomized prizes, accumulator 128 , and portions of skill game server application 126 for accessing accumulator 128 may be implemented within EGM 102 .
- Affinity server 106 may be communicatively coupled to gaming server 104 and/or EGM 102 .
- Affinity server 106 may include a processor 138 coupled to a memory 140 .
- Processor 138 may be configured to execute logic for components of affinity server 106 such as affinity server application 136 .
- affinity server application 136 may be configured to execute logic for components of affinity server 106 such as affinity server application 136 .
- affinity server 106 may be implemented in or more servers maintained by various entities. For example, a skill game entity may maintain a skill game affinity server, and a casino entity may maintain a wagering affinity server.
- Affinity server 106 may be configured to store and retrieve information about skill game 110 play itself, wagering associated with skill game 110 play, and the user of EGM 102 .
- Affinity server application 136 may be configured to communicate with gaming application 108 , network wager application 124 , and skill game server application 126 to determine such information.
- EGM 102 may be configured to facilitate a user logging in.
- such a log-in may be associated with a casino hosting EGM 102 and may be facilitated by, for example, swiping a magnetic card provided by the casino to the player for affinity wagering purposes.
- the amount, time, or results of wagering may be logged by wager application 112 and sent to affinity server application 136 , whereupon the information is stored in a wagering database 144 .
- an entity may, for example, market to the player, offer the player incentives, discounts, free plays, or complimentary goods or services.
- login information may be associated with a skill game 110 , network of skill games 110 , or a source of skill games 110 .
- use of skill game 110 may be tracked by skill game 110 reporting usage to affinity server 106 , wherein the information may be stored in skill game database 142 .
- Such login information may be associated with a user account, wherein a user's success within one or more skill games themselves may be tracked. For example, a user's scores, accomplished levels, achievements, or other indications of game play within skill game 110 may be recorded and be accessible at a later time when a player returns to play a skill game 110 again.
- the progression of a user within a given skill game 110 may be defined by defined structures or achievement levels.
- a user may be awarded virtual goods based upon successful game play, scores, or accomplishments.
- an entity operating system 100 may market to the player or otherwise offer the player incentives, discounts, free plays, or complimentary goods or services. For example, accumulated points or virtual goods from game play in skill game 110 may be redeemed for real goods and services, or for other affinity points or virtual goods.
- users For a given casino, region, or wider area, users may be ranked and such rankings may be displayed by EGM 102 or associated machinery. Skill game 110 tracking of a given user may be made independent of the location at which the user plays; thus, a user may, for example, enter another casino and play the same skill game 110 and continue to add to the player's scores and achievements.
- information about a user's wagering on an EGM and associated skill game play may be linked by affinity server 106 .
- Reward points, promotions, and other incentives or awards may be exchanged between wagering and skill game affinity schemes.
- complimentary goods or services may be earned by a player by a combination of wagering history and by achieving a rank within skill game 110 play at a given casino location.
- Affinity server 106 , gaming server 104 , and EGM 102 may be communicatively coupled by one or more networks such as network 122 .
- Network 122 may include any suitable type or kind of networks for communicating between affinity server 106 , gaming server 104 , and EGM 102 , such as: the Internet, an intranet, wide-area-networks, local-area-networks, back-haul-networks, peer-to-peer-networks, or any combination thereof.
- FIG. 2 is a more detailed illustration of an example system for a game of skill with wagering components, illustrating generation of randomized prizes.
- Wager application 112 may be configured to accept a wager 202 to enable play of skill game 110 and to enable generation of randomized prizes by network wager application 124 .
- Skill game 110 may be configured to not commence game play until a wager 202 is received by wager application 112 .
- Network wager application 124 may be configured to not commence generation of a prize until a wager 202 is received by wager application 112 .
- Wager application 112 may be configured to send wagering information to affinity server 106 .
- Skill game 110 may be configured to execute a subdivision of game play and determine whether the player successfully completed the subdivision of game play. Skill game 110 may be configured to communicate the results to network wager application 124 and affinity server 106 .
- a randomized prize is awarded to a player of skill game 110 is made regardless of whether a subdivision of game play of skill game 110 is accomplished.
- network wager application 124 may calculate a randomized prize and award the prize regardless of the results of skill game 110 .
- awarding a randomized prize to a player of skill game 110 is only made if a subdivision of game play of skill game 110 is accomplished.
- network wager application 124 may calculate a randomized prize independently of whether the subdivision of skill game 110 is completed. If skill game 110 is not successfully completed, some or all of the calculated prize may not be paid to the player. Some or all of the unawarded prize, due to a failure in skill game 110 , may be deposited into accumulator 128 .
- Network wager application 124 may be configured to determine a randomized prize such as a number of credits of money in any suitable way.
- network wager application 124 may include a random number generator 204 to randomly select values from a pay table.
- EGM 102 may be configured to operate in a similar fashion to traditional slot machines in terms of picking a prize to awarded to a player.
- Network wager application 124 and other functions of gaming server 104 may be configured to be executed within EGM 102 .
- network wager application 124 may include a random number generator 204 as part of a lottery-style prize scheme.
- network wager application 124 may assign bingo cards to various EGMs, conduct a real or virtual ball drop, the various EGMs may daub their bingo cards, and network wager application 124 may determine a winner among the EGMs and assign a prize to the winner.
- the random number created by random number generator 204 may be used to look up a prize in pay table 206 .
- Pay table 206 may include one or more tables, records, or any other suitable structure for determining a randomized prize. The pay table 206 selected may depend upon the wager 202 selected by the user. For example, pay tables 206 with higher payouts may be selected if a larger wager 202 is selected by the end user.
- Pay table 206 may include one or more entries associated with accumulated, unawarded prizes for a specific machine, group of machines, skill game, skill game subdivision, location, or combination thereof. Players may be incentivized to play particular skill games 110 or particular subdivisions of skill games 110 in order to win a larger accumulated value. Pay table 206 may be configured to access accumulator 128 to determine accumulated unawarded prizes available for any such combination of machine, game, or subdivision. Accumulator 128 may include, for example, values of accumulated unawarded prizes for wagers associated with multiple skill games 110 , within a single skill game 110 , or with individual subdivisions of game play within skill game 110 .
- Accumulator 128 may represent accumulated pots within a given location such as a casino, within a larger casino chain or geographic area, or on a given machine.
- a single random number may be generated to look up a prize value within payout table 206 , wherein the payout table 206 includes possible values of prizes from within accumulator 128 .
- a random number may be generated for a first pay table for prizes based upon wager 202
- a second random number may be generated for a second pay table for prizes based upon values within accumulator 128 .
- network wager application 124 may determine the prize that may be won by a player of skill game 110 .
- the prize may be paid to the player of skill game 110 regardless of the success of the player in a given subdivision of skill game 110 .
- skill game 110 may function as an attractive display for the player without impact upon the amount that is won or lost through wagering. The amount won or lost due to wagering is in an added feature to the skill game 110 , but is not dependent upon the outcome of skill game 110 .
- Each subdivision or finite set of subdivisions of game play 110 thus requires a wager, and the player is awarded a prize determined by network wager application 124 .
- the randomized prize that may be won by a player of skill game 110 may require successful completion of a subdivision of skill game 110 .
- Network wager application 124 may include a payout module 208 configured to determine whether or not the subdivision of skill game 110 has been successfully completed. If so, then the randomized prize is awarded to the player. Such an award of the prize may be made through wager application 112 , which may be configured to keep track of funds, credits and wagers. If the subdivision of skill game 110 has not been successfully completed, then payout module 208 may be configured to deposit some or all of the unawarded prize into accumulator 128 .
- the amount of a wager and/or unawarded randomized prize placed into accumulator 128 may be determined by any suitable mechanism. In one embodiment, the amount placed into accumulator 128 may be determined by referencing minimum threshold payout levels. Such payout levels may be set by statute, casino policy, or other suitable mechanism. Such threshold payout levels dictate that, over time, a certain amount of the wagers of system 100 must be paid back to players. Deposit of a certain percentage of the unawarded prizes—such as unwon credits—from unsuccessful skill game 110 players into the accumulator may raise the payout level of system 100 by paying some or all of such unawarded prizes to subsequent successful skill game 110 players.
- Accumulated values in accumulator 128 may be accumulated and paid out on a basis of the machines used in wagering.
- accumulated values in accumulator 128 may be based upon an individual EGM 102 .
- the accumulated previously unawarded prizes from previous players of the given level may be stored within accumulator 128 and associated with the EGM 102 .
- the next player to successfully complete the given level or other subdivision of skill game 110 is awarded some or all of the previously unawarded prizes from unsuccessful players of the given level on the given EGM 102 .
- the accumulated amount of prizes may or may not be displayed to attract additional players.
- the accumulated values in accumulator 128 may be based on a group, network, or region of EGMs 102 .
- the next player to successfully complete a given level or other subdivision of skill game 110 is awarded some or all of the previously unawarded prizes from unsuccessfully players of the given level from the group of EGMs 102 .
- the unawarded prizes for a given level of skill game 110 within a given casino may be pooled together in accumulator 128 .
- the unawarded prizes for a given level of skill game 110 across a series of casinos within a country or state may be pooled together in accumulator 128 .
- accumulated pools of unpaid awards may incentivize competition within the skill game 110 .
- Accumulated values in accumulator 128 may be paid out in varying amounts.
- an accumulated value may be awarded to the next player who, for example, successfully completes a subdivision of game play of skill game 110 .
- accumulated values in accumulator 128 may be paid out in percentages as part of randomized prizes to various subsequent successful players.
- the percentage of payout of an accumulator may be set by making an adjustment in pay table 206 .
- the total payout percentage of an EGM 102 or set of EGMs may be adjusted by adjusting the percentage of payout of an accumulator.
- an accumulated payout for a given level of skill game 110 may be a randomized percentage of the accumulator 128 for the given level.
- Providing a game of skill with wagering components may incentivize a player to conduct more wagers by providing an enjoyable user experience.
- a player may prefer payout of a wager conditioned upon the game of skill.
- a player may prefer the presentation of a game of skill over a mere game of chance.
- a player may be incentivized to play the game of skill with wagering components in order to unlock additional portions of the game of skill in order to play the additional portions.
- a player may be incentivized to play the game of skill with wager components by leaderboards, in-game rewards or other recognition.
- a player may wish to make attempts in the game of skill wherein an accumulator includes unsuccessful attempts to accomplish goals in the game of skill or portions thereof. The player may continue to make attempts until the prizes accumulated therein are won by defeating the game of skill.
- Increased levels of difficulty in the game of skill may provide challenges to users to aspire to claim higher accumulated prizes.
- Games of skill may be used as a bonus round to a game of chance. However, such games may not accomplish one or more benefits of various embodiments. Such games of chance might be played only occasionally in association with the game of chance, thus eliminating benefits and incentives. Further, in many electronic gaming machines bonus rounds only present an illusion of additional opportunities to earn additional credits or winnings, wherein the choices made in the bonus round do not actually determine bonuses won. Instead, the total amount to be won is determined in association with the original wager and prize determination. A game of skill in a bonus round wherein successful completion of a goal provides no or nominal additional winnings compared to a failure may fail to provide one or more of the benefits of the various embodiments. A game of skill functioning only as a bonus to a wagering game may fail to implement unlocking of additional portions of the game of skill. In such a case, incentives to continue playing the game of skill may be decreased because the game play may be repetitive.
- FIGS. 3A-3E illustrate example screens of display 116 of EGM 102 during operation of system 100 .
- the screens shown in FIGS. 3A-3E are mere examples of possible configuration and content. Implementation of display 116 during operation of system 100 may depend upon skill games used, configuration of gaming machines and payout systems, or any other suitable factor.
- Display 116 may be configured to include wagering information from wager application 112 , network wager application 124 , or affinity server 106 , and skill game information from skill game 110 , skill game server application 126 , or affinity server 106 .
- FIG. 3A is an example illustration of display 116 at an example start screen.
- a user may deposit funds in or otherwise access funds for the machine.
- a balance 302 of available funds may be shown.
- Display 116 may be configured to provide a login option 304 .
- Login option 304 may be configured to provide subsequent login capabilities for logging in to a wagering, skill game, or other profile or account such as those available on affinity sever 106 . If a player is not logged in, game play may still be available, but performance of the user may not be tracked, and player achievements or unlocked levels may not be tracked.
- Display 116 may be configured to present one or more skill games to be played by the user through skill game selection buttons 306 . Each skill game may be described by name, image, accumulator values, or any other suitable information.
- Each game selection button 306 may be configured to launch a full or demonstration version of a selected skill game. As described above, many different skill games may be included within an EGM 102 . For example purposes, display 116 may be showing options for a golf, basketball, puzzle, adventure, or trivia game. Display 116 may include a cash out button 308 . EGM 102 may be configured to issue a voucher, ticket, tokens, refund acknowledgment, coins, or any other suitable mechanism of cashing a player out of an EGM 102 .
- FIG. 3B is an example illustration of a display 116 showing a player profile. Such a player profile may be accessed after logging in through login option 304 .
- the player profile of display 116 may be accessible outside of EGM 102 , such as through a website or a kiosk, service desk, or other location within a casino.
- Display 116 may include an indicator of the player identity 310 .
- Display 116 may include any suitable information for providing a user information about past play of skill game 110 .
- display 116 may include achievements 312 , rankings 314 , or scores 316 associated with skill games. Each such piece of information may be tied to particular skill games, subdivisions of skill games, or locations.
- achievements 312 may indicate that the user has hit a hole-in-one in the golf skill game, achieved a “Triviamaster” level in the trivia game, and completed Level 16 in the adventure game.
- Achievements 312 may include one or more virtual goods that may be associated with the player profile, and may be displayed, for example, in group leaderboards or while the player is playing.
- Rankings 314 may include rankings of the player at a given location, or across all EGMs providing a skill game 110 . For example, rankings 314 may indicate that the player is the third-ranked player, out of seven-hundred fifty-two, at the present casino. Rankings 314 may indicate that across all gaming sites, the player is ranked 15,731st.
- Scores may include scores for specific games or game subdivisions, or an overall rating of the player. For example, scores 316 may indicate that in the golf game, the player has scored 420,000 points, and has a course score of “68” at “Eastside Memorial Course.” Display 116 may include a button 318 for redeeming points accumulated in skill games for various prizes. EGM 102 may be configured to initiate a session with affinity server 106 upon detecting the user pressing button 318 .
- FIG. 3C is an example illustration of a display 116 showing a skill game screen before play begins.
- a user may have selected an individual skill game such as “Golf” from the display 116 of FIG. 3A .
- Display 116 may include a skill game indication 310 , indicating the skill game 110 and the subdivision of the skill game which is to be played.
- a user of display 116 may have previously selected a given subdivision to play from a list of available or unlocked options, or may have successfully completed the previous subdivision.
- skill game indication 310 may indicate that the skill game 110 is the “Golf” game, and the subdivision to be played is the “Big Tree Course—Hole 8 (Par 4).”
- Display 116 may include instructions 312 to the user indicating that a wager is necessary to play the skill game 110 .
- the instructions 312 may be tailored to the individual type of skill game 110 .
- instructions 312 may indicate that a wager is necessary to play the identified hole of the “Golf” game.
- An accumulated reward value 314 from accumulator 128 , may be shown. For example, Hole 8 on the “Big Tree Course” has accumulated $15,261 to pay out.
- Display 116 may include wagering options 316 for wagering a certain amount of available funds or credits, such as one credit, five credits, or ten credits. Each wagering option 316 may have different odds or payout structures, which may be presented to the user.
- Display 116 may include a goal 318 indicating to the user what must be accomplished within the skill game 110 in order to win the wager. Such a goal may also indicate in-game bonuses, points, or other skill game specific rewards. For example, goal 318 may indicated that the present subdivision—Hole 8—must be completed in four strokes or less to win the wager and unlock the next hole.
- FIG. 3D is an example illustration of a display 116 showing a skill game screen during play.
- Various status indicators 320 may be used to show the current status of the skill game.
- Display 116 may include a game view 322 , illustrating the play of the interactive game which the user is playing.
- the game view 322 may illustrate a simulated golf course hole and golfer controlled by the user using I/O 114 , wherein a putt has just been made to end the hole and thus the subdivision of the game play of skill game 110 .
- Bonuses 324 , 326 of skill game points or achievements may be awarded based upon play within skill game 110 .
- Bonus 324 may illustrate points awarded for specific actions within play of skill game 110
- bonus 326 may illustrate points awarded for completion of a level of skill game 110 . Such points may be shown in point total 328 . Such points may be tracked by transferring the information to affinity server 106 .
- FIG. 3E is an example illustration of a display 116 showing the results of playing a subdivision of a skill game screen.
- Display 116 may include a indication of the goal 328 and whether it was achieved. For example, “Hole 8” may have been finished by the player in three strokes, which is less than the maximum of four strokes.
- EGM 102 may be configured to determine that the player successfully completed the subdivision of skill game 110 .
- Display 116 may show results 330 , which may indicate whether or not a randomized prize such as additional credits 334 were won as a result of the wager.
- display 116 may include a presentation 332 to indicate to the user that EGM 102 is picking a random prize for the user. For example, traditional slot machine spinning wheels may be simulated.
- the accumulator indicator 314 may be incremented or decremented accordingly to the payout configuration and whether a prize will be awarded to the player.
- display 116 may be configured allow a user to press a button 336 to continue to the next subdivision of the game in a screen similar to FIG. 3C , or a button 338 return to a menu such as shown in FIG. 3A or 3 B.
- the display 116 of FIG. 3E may indicate an option to replay the subdivision. In embodiments that do not require successful completion of the subdivision in order to win the wager, the display 116 may still indicate the number of credits 334 won by the randomized prize generation.
- a gaming application 108 may be executing on an EGM 102 through the execution of a skill game 110 and a wager application 112 .
- Applications 108 , 110 , 112 may reside within memory 120 for execution by processor 118 .
- a user may access EGM 102 through display 116 and I/O 114 to deposit funds for placing a wager 202 in combination with playing skill game 110 .
- the user may access login information for skill game or wager tracking purposes. Such login information may be transferred to affinity server 106 .
- the user may access and inspect profile information regarding wagering or skill game play history, and redeem affinity or skill game points for real or virtual goods and services.
- the user may be presented with skill game 110 choices, possible subdivisions of game play, and presented values from accumulator 128 associated with a given EGM 102 , skill game 110 , or subdivision of skill game 110 .
- the user may run a demonstration of the skill game 110 .
- the user may select a skill game 110 and a subdivision of skill game 110 , based on available or unlocked subdivisions. The subdivisions available to the user may depend upon the history of skill game 110 play associated with the user. Skill game 110 or wager application 112 may access accumulator 128 to determine possible prize values, and present the possible values to the user.
- wager application 112 may pass wagering information to network wager application 124 and affinity server 106 .
- the skill game 110 may be played by the user.
- Network wager application may access accumulator 128 to determine possible accumulated values for the user to possibly win. Partial values of accumulator 128 may be selected.
- Network wager application 124 may determine, based upon the wager, the EGM 102 , the skill game 110 and subdivision of skill game 110 , and/or the values from accumulator 128 a pay table 206 from which a randomized prize will be generated.
- Network wager application 124 may use random number generator 204 to generate a random number from which a prize in pay table 206 will be selected.
- network wager application 124 may conduct a bingo game between EGM 102 and other EGMs to determine a bingo winner who will receive a selected prize from pay table 206 .
- Network wager application 124 may determine a randomized prize from pay table 206 in the form of funds or credits that are to be won by the user of EGM 102 .
- Skill game 110 may communicate with skill game server application 126 to facilitate any competitive skill game 110 matches with other users of similarly configured EGMs.
- the user may play skill game 110 to completion of a subdivision of skill game 110 .
- Skill game 110 may award various skill game points to user during play of the subdivision.
- Skill game 110 may award achievements, unlock levels, or provide other rewards upon the completion of play.
- Such skill game rewards may be communicated to affinity server 106 .
- network wager application 124 may provide the randomized prize to be awarded—as determined from pay table 206 —to the user via wager application 112 regardless of whether the user successfully completed the goal.
- network wager application 124 may provide the randomized prize to the user only if the user successfully completed the goal. If the user has not successfully completed the goal, some or all of the randomized prize to be won is instead returned to accumulator 128 on the same basis in which they were withdrawn. In any of these embodiments, network wager application 124 may deposit some or all of wager 202 in accumulator 128 if the prize determined from pay table is less than the wager 202 .
- the user may repeat the attempt at the subdivision of the skill game 110 , or select and play another subdivision. Each such play may require another wager. User may cash out the balance of credits or funds.
- FIG. 4 is an example embodiment of a method 400 of interfacing with a user to provide a game of skill with wagering components.
- available menu options may be displayed for the user to choose from. Such menu options may include the ability to login to a user profile, create a profile, add funds, cash out funds, or any other suitable option.
- an affinity server may be contacted with user and login information.
- user profile information may be displayed. Such user profile information may included rankings, achievements, scores, unlocked levels of various skill games, affinity point rewards, or any other suitable user profile information. The user may be able to access more detailed information on any of these topics, or redeem points for virtual or real goods and services.
- a player may be able to remove any funds deposited or otherwise made available for wagering.
- available skill games to be played may be displayed.
- a selection of one of the skill games may be detected and the skill game launched.
- a demonstration of the skill game may be presented to the user.
- available subdivisions of the skill game may be presented for selection to the user.
- the available subdivisions may represent various starting points within the skill game from which play may begin. The number of available subdivisions may depend upon historical skill game play by the user, wherein subdivisions such as levels are unlocked and progress is saved with the user's profile. A goal required to complete the subdivision, and possibly win a wager, may be displayed to the user.
- step 445 accumulator values reflecting prizes previously uncollected may be determined for the chosen skill game, subdivision, and/or gaming machine.
- the accumulator values may be displayed to the user as an incentive to choose a given skill game or subdivision to play.
- step 450 a list of wagering options may be displayed. Wagering options may specify one or more choices of wagers that may be placed in order to win a prize, such as a portion of the value of the accumulator. Odds of winning may be displayed to the user. A wagering option may be required to be selected before game play may begin.
- step 455 it may be determined whether a subdivision of a skill game and a wager have been selected. If the skill game subdivision and wager have not been selected, then the method may continue to display such options as performed in step 440 , or such displays may be augmented to remind the user to make a selection of skill game subdivision or to place a wager. If a skill game subdivision and wager have been selected, then in step 460 wager information may be sent to a wager handler to determine an outcome of the wager, and to an affinity server for tracking wager placements for the user.
- the skill game may be conducted.
- an interactive display may be presented to the user, who may control actions or decisions within the skill game to reach or complete an objective, which may comprise a subdivision of the skill game.
- points, achievements, or other rewards may be awarded based on skill game play.
- additional subdivisions may be subsequently available for play.
- information concerning the success, failure, score, new subdivisions, or other information related to skill game play may be transferred to an affinity server and/or to a wager handler.
- a determined prize based upon at least the wager, may be received from the wager handler.
- the determined prize may be based upon the success of failure of skill game play.
- the determined prize may be based upon the size of the accumulator.
- the determined prize may include, for example: nothing; a random amount of the presented accumulator; or any other value as determined by a pay table.
- results of the prize determination may be displayed to the user, and the method may repeat by returning to, for example, step 425 , giving the user the option to cash out or play again.
- FIG. 5 is an example embodiment of a method 500 of determining a randomized prize to a user to playing a game of skill with wagering components.
- a selected skill game and an associated subdivision of game play to be played by a user may be determined. Such a determination may be made by receiving selections from the user or a gaming application.
- a value of accumulated unawarded prizes available to be won for the selected skill game and subdivision may be determined. The value of accumulated unawarded prizes may also depend upon the gaming machine or location on which the user wishes to play. Such a determination may be made by accessing an accumulator.
- the determined value of accumulated unawarded prizes may be provided to a user or a gaming application.
- a wager placed in association with playing the subdivision of the skill game may be determined. Such a determination may be made by receiving selections from the user or a gaming application.
- a pay table may be accessed to determine a possible randomized prize to be awarded, such a credit or currency payout.
- the pay table and associated possible prize may be based upon the unawarded prize values in the accumulator, the wager, the skill game, and/or the location of the gaming machine.
- the possible prize may be selected by, for example, a random number generator.
- the associated possible prize may be determined.
- step 535 it may be determined whether the user was successful in achieving a specified goal in the subdivision of the skill game.
- step 540 it may be determined whether such success is necessary to receive the determined possible prize. If not, then in step 550 the prize may be awarded to the user. If so, then in step 545 it may be determined whether the user successfully completed the skill game. If so, then in step 550 the prize may be awarded to the user. If not, then in step 555 , some or all of any unawarded prizes and/or lost wagers may be added to the accumulator. The method may return to step 505 for repeated execution.
- Methods 400 and 500 may be implemented using the system of FIGS. 1-3 , or any other system operable to implement methods 400 and 500 . As such, the preferred initialization point for methods 400 and 500 and the order of its steps may depend on the implementation chosen. In some embodiments, some steps may be optionally omitted, repeated, or combined. In some embodiments, some steps of methods 400 and 500 may be executed in parallel with other steps of methods 400 or 500 . In certain embodiments, methods 400 and 500 may be implemented partially or fully in software embodied in computer-readable media.
- Computer-readable media may include any instrumentality or aggregation of instrumentalities that may retain data and/or instructions for a period of time.
- Computer-readable media may include, without limitation, storage media such as a direct access storage device (e.g., a hard disk drive or floppy disk), a sequential access storage device (e.g., a tape disk drive), compact disk, CD-ROM, DVD, random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), and/or flash memory; as well as communications media such wires, optical fibers, and other electromagnetic and/or optical carriers; and/or any combination of the foregoing.
- direct access storage device e.g., a hard disk drive or floppy disk
- sequential access storage device e.g., a tape disk drive
- compact disk CD-ROM, DVD, random access memory (RAM)
- RAM random access memory
- ROM read-only memory
- EEPROM electrically erasable programmable read-only memory
Abstract
Description
- The present invention relates generally to gaming systems, machines, and methods used to provide wagering games, and, more particularly, to a game of skill with wagering components.
- Gaming systems, machines, and methods used to provide wagering games may be electronically implemented by mechanisms akin to traditional slot machines. These may be referred to as “slot machines” because they commonly show the result of a wager by displaying reels of symbols or empty spaces, and indicating a payout based on particular alignments or combinations of the symbols or empty spaces. In an electronic slot machine, the results may be determined by generating a random number to select a payout from a set or range of possible payouts.
- Gaming systems, machines, and methods used to provide wagering games may be electronically implemented by instant lottery systems. These may be referred to as “video lottery” systems because they commonly show the result of a play in the lottery game on a video display device at the player terminal. In an electronic lottery gaming system, the results may be identified by a set of electronic lottery records. The set of electronic lottery records may be analogous to a set of printed paper lottery game tickets. Individual lottery game play records may be assigned from the set of electronic lottery game play records in some random order in response to requests for plays in the lottery game. The result defined by an assigned electronic lottery game play record may be displayed at an electronic lottery player station rather than on a printed lottery ticket. As in traditional paper lotteries, the rules by which the set of lottery records is created for an electronic lottery game determines the overall prize distribution for the game. For example, an electronic lottery game set may include one million records, with one record associated with the top prize, ten records associated with a next highest prize, and so forth throughout all of the potential results available in the lottery game set.
- Gaming systems, machines, and methods used to provide wagering games may be electronically implemented by predetermined cards or displays and include a number of designations randomly arranged in a grid, matrix, or other layout of locations. The may be referred to as “bingo” systems. The game board or display may be represented by a data structure which defines a representation having various card or display locations and designations associated with the locations. For example, in a traditional bingo game sequence, a number of the predetermined bingo cards are first sold for a particular bingo game. After the sale of bingo cards is closed for a given game, designations are randomly selected from a pool of available designations and matched to the designations on each bingo card that is in play in the bingo game. This matching of bingo designations randomly selected for a game and bingo designations associated with a bingo card in play in the game may be referred to as daubing the card.
- In one embodiment, an article of manufacture includes a computer readable medium and computer-executable instructions carried on the computer readable medium. The instructions are readable by a processor. The instructions, when read and executed, cause the processor to present a game of skill including at least one goal associated with a portion of the game, accept a wager for a randomized prize, conduct a randomized selection process to determine the randomized prize, provide interactive control of the game of skill to a user in response to the wager, and determine whether the goals has been successfully accomplished by the user.
- In another embodiment, an electronic device includes a computer-readable medium, a processor coupled to the computer-readable medium, a display, one or more input/output controls, and instructions readable by the processor and stored on the computer-readable medium. The instructions, when read and executed, cause the processor to present a game of skill on the display, the game including a goal associated with a portion of the game, accept a wager through the input/output controls, the wager for a randomized prize, conduct a randomized selection process to determine the randomized prize, in response to the wager provide interactive control of the game to a user through the display and input/output controls, and determine whether the goals have been successfully accomplished.
- In yet another embodiment, a method for providing skill game play with wagering components includes presenting a game of skill on a display, accepting a wager for a randomized prize, conducting a randomized selection process to determine the randomized prize, in response to the wager providing interactive control of the game to a user through the display and input/output controls, and determining whether the a goal have been successfully accomplished. The game includes the goal and it is associated with a portion of the game.
- For a more complete understanding of the present invention and its features and advantages, reference is now made to the following description, taken in conjunction with the accompanying drawings, in which:
-
FIG. 1 is an example embodiment of a system for a game of skill with wagering components; -
FIG. 2 is a more detailed illustration of an example system for a game of skill with wagering components, illustrating generation of randomized prize; -
FIGS. 3A-3E are an example screens of a display of an electronic gaming machine during operation of a system for a game of skill with wagering components; -
FIG. 4 is an example embodiment of a method of interfacing with a user to provide a game of skill with wagering components; and -
FIG. 5 is an example embodiment of a method of determining a prize to a user to playing a game of skill with wagering components. -
FIG. 1 is an example embodiment of asystem 100 for a game of skill with wagering components.System 100 may include an electronic gaming machine (“EGM”) 102 communicatively coupled to agaming server 104 and/or anaffinity server 106. EGM 102 may be configured for providing askill game 110 to a user, who may play theskill game 110 in combination with placing a wager through awager application 112. In one embodiment,system 100 may be configured to provide a randomized prize associated with the wager made throughwager application 112 based upon whether or not a portion ofskill game 110 is successfully completed. In another embodiment,system 100 may be configured to provide a randomized prize associated with the wager without regard to whether a portion ofskill game 110 is successfully completed. - EGM 102 may be implemented in any suitable manner according to the teachings of this disclosure. EGM 102 may be implemented, for example, in an electronic device such as a portable device, tablet device, mobile device, traditional wagering game cabinet, or arcade gaming cabinet. EGM 102 may include a
processor 118 coupled to amemory 120.Processor 118 may be configured to execute different logic or instructions stored inmemory 120.Processor 118 may be coupled to one ormore displays 116 and input/output (“I/O”) 114. EGM 102 may include anysuitable display 116 and I/O 114. For example,display 116 may include a display of a portable device, tablet device, mobile device, or game cabinet. I/O 114 may include one or more buttons, switches, a touch screen panel, joysticks, levers, trackballs, or any other suitable I/O mechanisms. Althoughsystem 100 is illustrated having a single EGM 102,system 100 may include more EGMs networked together throughgaming server 104. Such EGMs may make up a bank of gaming devices in, for example, a casino or part of a casino. In one embodiment, one or more EGMs ofsystem 100 may include portable or similar devices that may be checked out from a kiosk in a casino. In another embodiment, one or more EGMs ofsystem 100 may include player-owned mobile devices which may install gaming applications and be usable within the premises of a casino. In yet another embodiment,gaming application 108 may be executed on a remote memory of a machine other than EGM 102, such asgaming server 104, and EGM 102 may be configured to act as a thin client for displayinggaming application 108 while offloading some or all of the processing required, for example, forskill game 110 orwager application 112. - Although
system 100 is illustrated having an EGM 102 communicatively coupled to agaming server 104, wherein thegaming server 104 contains several mechanisms for conducting game play such asnetwork wager application 124,accumulator 128, or skillgame server application 126, in various embodiments one or more of the components ofgaming server 104 as described may be implemented by or on EGM 102. In one embodiment, all wagering computation, payouts, or determinations may be conducted on EGM 102. In another embodiment, all skill game computations, awards, or determinations may be conducted on EGM 102. In such embodiments, EGM 102 may be configured to function as a stand-alone machine. In such embodiments, EGM 102 may be configured to connect to a server such asgaming server 104 for activities such as reporting, but not in order to conduct individual skill games and/or wagers. -
Processors processors memories Memories Memories -
EGM 102 may include agaming application 108 including skill and wagering components. Such agaming application 108 may include askill game 110 and awager application 112.Skill game 110 andapplications Skill game 110 andwager application 112 may be implemented in the same or separate applications. For example,skill game 110 may include a stand-alone skill game capable of being used outside a wagering application, and may be augmented bywager application 112 to be used for wagering purposes. In another example,skill game 110 may include built-in wagering components. Some portions or functions ofskill game 110 may be implemented bywager application 112, or vice-versa. -
Skill game 110 may be configured to present one or more games of skill to a user ofEGM 102. Such askill game 110 may include any one of a host of games wherein successful play is primarily accorded to the mental, reflex, physical, or other ability of the player. Such successful play may be contrasted with games in which successful play is primarily accorded to random chance, such as many traditional casino games such as bingo, slot machines, Blackjack, craps, roulette, etc. Such games may primarily depend on chance even when optimally played by a user.Skill game 110 may include, for example, sports-simulation games, racing games, trivia games, action games, shooter games, physics games, word games, puzzle games, adventure or role-playing games, pinball, arcade games, strategy games, simulation games, board games, or rhythm games.Skill game 110 may include games known outside of a wagering context.Skill game 110 may include one or more randomized aspects of the game, such as the movement of an enemy within the game. However, a player ofskill game 110 may be able to adapt to the random aspects of the game, depending upon the skill of the player. -
Skill game 110 may be divided into one or more levels, objectives, or other subdivisions.Skill game 110 may be episodic in nature. As such,skill game 110 may be configured to unlock such levels, objections, or other subdivisions of game play depending upon prior successful completion of previous subdivisions. The game play ofskill game 110 may progress towards the completion of a storyline or overall game accomplishment. The subdivisions of game play withinskill game 110 may be designed according to a desired combination of wagering and length ofskill game 110 play. The subdivision of game play ofskill game 110 may depend upon thespecific skill game 110. For example, a subdivision of game play may include completing a single level within the game, defeating a certain opponent, reaching the end of a time period with or without a certain core, answering questions successfully, or solving a puzzle. In one embodiment, askill game 110 may include games in which a given subdivision ofskill game 110 may be completed with perfect play by the player. -
Skill game 110 may be configured to award points, progression levels, achievements, or other recognition for successful activities withinskill game 110.Such skill game 110 points may be awarded, tracked, accrued, or redeemed separately from wagers placed upon game play ofEGM 102. -
EGM 102 may include features for traditional casino gaming actions, such as adding money for wagering, picking a certain number of credits or money to wager, cashing out deposited credits or money, or calling an attendant.EGM 102 may include more than oneskill game 110.Skill game 110 may be preloaded intoEGM 102 or may be downloaded or streamed from a server.EGM 102 may display a choice ofskill games 110. Eachskill game 110 may have a demonstration mode by which a user may preview the game play, goals, or possible prize levels of the game. Within askill game 110, a user may be able to select from one or more levels to play. -
EGM 102 may include a login function to login to a user account. Such a user account may include tracking of wagering and/or game play withinskill game 110. -
Wager application 112 may be configured to enable a user ofEGM 102 to place a wager.Wager application 112 may be configured to require a wager beforeskill game 110 proceeds with game play.Skill game 110 may be configured to allow a user to attempt or play a defined set or number of subdivisions ofskill game 110 for a given wager.Wager application 112 may be configured to determine a randomized prize for a given wager.Wager application 112 may be configured to determine such a randomized prize by accessinggaming server 104. Such a randomized prize may be implemented by any suitable mechanism of casino wagering and randomized prizes, for example, those used in slot machines, bingo games, Class II or Class III devices. In one embodiment,wager application 112 may be configured to only pay the randomized prize to the user upon the successful completion of a subdivision of game play ofskill game 110. In such an embodiment,wager application 112 may determine whether the player has successfully accomplished a subdivision ofskill game 110 before awarding the randomized prize to the user. In another embodiment,wager application 112 may be configured to pay the randomized prize to the user upon the successful or unsuccessful completion of a subdivision of game play ofskill game 110. After termination of a finite amount of play inskill game 110,wager application 112 may be configured to require an additional wager beforeskill game 110 allows a user to make additional plays inskill game 110. -
Wager application 112, alone or in combination with other applications for evaluating wagers, may be configured to accept payment from a user, keep track of the available funds or credits with which to play, and provide indications to the user of prizes or payouts received as a result of wagering.Wager application 112 may be configured to cash out a balance of a user's available funds. The funds used to wager may be represented in currency, credits, or any other suitable unit. -
Gaming server 104 may be configured to communicate withgaming application 108 to facilitateskill game 110 play or wagering throughwager application 112.Gaming server 104 may include aprocessor 130 coupled to amemory 132.Processor 130 may be configured to execute logic for components ofgaming server 104 such asnetwork wager application 124, skillgame server application 126, andaccumulator 128. -
Network wager application 124 may be communicatively coupled to various EGMs such asEGM 102, and configured to monitor wagering occurring at eachsuch EGM 102. In one embodiment,network wager application 124 may be configured to conduct randomized prize determinations on behalf ofwager application 112. For example,network wager application 124 may be configured to conduct a bingo game to determine potential prizes to a givenEGM 102. In another embodiment, such prize determinations may be made inwager application 112 itself.Network wager application 124 may be configured to determine whether or not to award prizes resulting from wagers on the basis of, for example, success inskill game 110. Unawarded prizes, or portions thereof, may be added bynetwork wager application 124 toaccumulator 128.Accumulator 128 may be organized by unawarded prizes based on source machine, source network, source game, or source game subdivision.Network wager application 124 may be configured to award prizes based on a randomized event, such as a bingo game or random number generator and payout table, in combination with a randomized amount of funds accumulated inaccumulator 128. Thus,network wager application 124 may be configured to provide a progressive gaming scheme. - Skill
game server application 126 may be communicatively coupled to various EGMs such asEGM 102 and configured to monitor or facilitate skill game play occurring at eachsuch EGM 102. For example,skill games 110 requiring head-to-head competition between EGMs may be coordinated by skillgame server application 126. Skillgame server application 126 may be configured to determine winners, placings, and skill game points among multiple players. Some games, such as a trivia game, may be played among many players in a given location, and thus skillgame server application 126 may award skill game points based on the total number of competitors. Skillgame server application 126 may be communicatively coupled toaccumulator 128 and may be configured to determine for a givenskill game 110 an available accumulator value to be displayed to a user ofEGM 102. Skillgame server application 126 may be configured to display a leaderboard or rankings of players at a given location, within a specified group, or from a larger geographic area. Skillgame server application 126 may identify players according to user names or handles picked by the players when setting up a login account for theskill game 110. -
Accumulator 128 may include an application, record, database, or other mechanism for storing unawarded prizes. Prizes may be unawarded because, for example, a player failed to complete a specified goal on a subdivision ofskill game 110, and thus was not awarded a prize based on an associated wager. Thus,accumulator 128 may include, a randomized prize such as money or credits that were previously unawarded due to a failure to complete a given subdivision ofskill game 110 play.Accumulator 128 may include wagers that failed to yield a prize due to a randomized process that determined that no prize would be awarded. Such unsuccessful wagers may be included as part of a progressive gaming scheme.Network wager application 124 may be configured to add value toaccumulator 124 when a randomized prize is less than a wager placed by a user ofEGM 102, or upon a failure of the user to complete a given subdivision ofskill game 110 play.Network wager application 124 may be configured to generate a randomized prize for a wager based upon the wager and upon a value ofaccumulator 128.Accumulator 128 may include accumulated values associated with skill games for an entire casino, anindividual skill game 110, individual subdivisions of play within theskill game 110, anindividual EGM 102, or an entire network of EGMs within a casino or larger geographic area. Askill game 110 may be configured to display the value ofaccumulator 128 for a given game or game play subdivision as an incentive for players to attempt the game or game play subdivision. - In various embodiments, some portions or functionality of
gaming server 104 may be implemented within anindividual EGM 102, or vice-versa. For example, in embodiments, where an accumulator is based on individual EGMs, portions ofnetwork wager application 124 for determining randomized prizes,accumulator 128, and portions of skillgame server application 126 for accessingaccumulator 128 may be implemented withinEGM 102. -
Affinity server 106 may be communicatively coupled togaming server 104 and/orEGM 102.Affinity server 106 may include aprocessor 138 coupled to amemory 140.Processor 138 may be configured to execute logic for components ofaffinity server 106 such asaffinity server application 136. Although asingle affinity server 106 is shown, the functionality ofaffinity server 106 may be implemented in or more servers maintained by various entities. For example, a skill game entity may maintain a skill game affinity server, and a casino entity may maintain a wagering affinity server. -
Affinity server 106 may be configured to store and retrieve information aboutskill game 110 play itself, wagering associated withskill game 110 play, and the user ofEGM 102.Affinity server application 136 may be configured to communicate withgaming application 108,network wager application 124, and skillgame server application 126 to determine such information. For example,EGM 102 may be configured to facilitate a user logging in. In one embodiment, such a log-in may be associated with acasino hosting EGM 102 and may be facilitated by, for example, swiping a magnetic card provided by the casino to the player for affinity wagering purposes. The amount, time, or results of wagering may be logged bywager application 112 and sent toaffinity server application 136, whereupon the information is stored in awagering database 144. Based on the accumulated wagering of the player as stored inwagering database 144, an entity may, for example, market to the player, offer the player incentives, discounts, free plays, or complimentary goods or services. - In another embodiment, login information may be associated with a
skill game 110, network ofskill games 110, or a source ofskill games 110. In such an embodiment, use ofskill game 110 may be tracked byskill game 110 reporting usage toaffinity server 106, wherein the information may be stored inskill game database 142. Such login information may be associated with a user account, wherein a user's success within one or more skill games themselves may be tracked. For example, a user's scores, accomplished levels, achievements, or other indications of game play withinskill game 110 may be recorded and be accessible at a later time when a player returns to play askill game 110 again. The progression of a user within a givenskill game 110, or across more than one skill game, may be defined by defined structures or achievement levels. A user may be awarded virtual goods based upon successful game play, scores, or accomplishments. Based upon information about the game play withinskill game 110, anentity operating system 100 may market to the player or otherwise offer the player incentives, discounts, free plays, or complimentary goods or services. For example, accumulated points or virtual goods from game play inskill game 110 may be redeemed for real goods and services, or for other affinity points or virtual goods. For a given casino, region, or wider area, users may be ranked and such rankings may be displayed byEGM 102 or associated machinery.Skill game 110 tracking of a given user may be made independent of the location at which the user plays; thus, a user may, for example, enter another casino and play thesame skill game 110 and continue to add to the player's scores and achievements. - In yet another embodiment, information about a user's wagering on an EGM and associated skill game play may be linked by
affinity server 106. Reward points, promotions, and other incentives or awards may be exchanged between wagering and skill game affinity schemes. For example, complimentary goods or services may be earned by a player by a combination of wagering history and by achieving a rank withinskill game 110 play at a given casino location. -
Affinity server 106,gaming server 104, andEGM 102 may be communicatively coupled by one or more networks such asnetwork 122.Network 122 may include any suitable type or kind of networks for communicating betweenaffinity server 106,gaming server 104, andEGM 102, such as: the Internet, an intranet, wide-area-networks, local-area-networks, back-haul-networks, peer-to-peer-networks, or any combination thereof. -
FIG. 2 is a more detailed illustration of an example system for a game of skill with wagering components, illustrating generation of randomized prizes.Wager application 112 may be configured to accept awager 202 to enable play ofskill game 110 and to enable generation of randomized prizes bynetwork wager application 124.Skill game 110 may be configured to not commence game play until awager 202 is received bywager application 112.Network wager application 124 may be configured to not commence generation of a prize until awager 202 is received bywager application 112.Wager application 112 may be configured to send wagering information toaffinity server 106. -
Skill game 110 may be configured to execute a subdivision of game play and determine whether the player successfully completed the subdivision of game play.Skill game 110 may be configured to communicate the results to networkwager application 124 andaffinity server 106. - In one embodiment, a randomized prize is awarded to a player of
skill game 110 is made regardless of whether a subdivision of game play ofskill game 110 is accomplished. In such an embodiment,network wager application 124 may calculate a randomized prize and award the prize regardless of the results ofskill game 110. In another embodiment, awarding a randomized prize to a player ofskill game 110 is only made if a subdivision of game play ofskill game 110 is accomplished. In such an embodiment,network wager application 124 may calculate a randomized prize independently of whether the subdivision ofskill game 110 is completed. Ifskill game 110 is not successfully completed, some or all of the calculated prize may not be paid to the player. Some or all of the unawarded prize, due to a failure inskill game 110, may be deposited intoaccumulator 128. -
Network wager application 124 may be configured to determine a randomized prize such as a number of credits of money in any suitable way. For example,network wager application 124 may include arandom number generator 204 to randomly select values from a pay table. In such an example,EGM 102 may be configured to operate in a similar fashion to traditional slot machines in terms of picking a prize to awarded to a player.Network wager application 124 and other functions ofgaming server 104 may be configured to be executed withinEGM 102. In another example,network wager application 124 may include arandom number generator 204 as part of a lottery-style prize scheme. In yet another example,network wager application 124 may assign bingo cards to various EGMs, conduct a real or virtual ball drop, the various EGMs may daub their bingo cards, andnetwork wager application 124 may determine a winner among the EGMs and assign a prize to the winner. The random number created byrandom number generator 204 may be used to look up a prize in pay table 206. Pay table 206 may include one or more tables, records, or any other suitable structure for determining a randomized prize. The pay table 206 selected may depend upon thewager 202 selected by the user. For example, pay tables 206 with higher payouts may be selected if alarger wager 202 is selected by the end user. - Pay table 206 may include one or more entries associated with accumulated, unawarded prizes for a specific machine, group of machines, skill game, skill game subdivision, location, or combination thereof. Players may be incentivized to play
particular skill games 110 or particular subdivisions ofskill games 110 in order to win a larger accumulated value. Pay table 206 may be configured to accessaccumulator 128 to determine accumulated unawarded prizes available for any such combination of machine, game, or subdivision.Accumulator 128 may include, for example, values of accumulated unawarded prizes for wagers associated withmultiple skill games 110, within asingle skill game 110, or with individual subdivisions of game play withinskill game 110.Accumulator 128 may represent accumulated pots within a given location such as a casino, within a larger casino chain or geographic area, or on a given machine. In one embodiment, to implement awarding prizes fromaccumulator 128, a single random number may be generated to look up a prize value within payout table 206, wherein the payout table 206 includes possible values of prizes from withinaccumulator 128. In another embodiment, a random number may be generated for a first pay table for prizes based uponwager 202, and a second random number may be generated for a second pay table for prizes based upon values withinaccumulator 128. - After accessing pay table 206,
network wager application 124 may determine the prize that may be won by a player ofskill game 110. In one embodiment, the prize may be paid to the player ofskill game 110 regardless of the success of the player in a given subdivision ofskill game 110. In such an embodiment,skill game 110 may function as an attractive display for the player without impact upon the amount that is won or lost through wagering. The amount won or lost due to wagering is in an added feature to theskill game 110, but is not dependent upon the outcome ofskill game 110. Each subdivision or finite set of subdivisions ofgame play 110 thus requires a wager, and the player is awarded a prize determined bynetwork wager application 124. - In another embodiment, the randomized prize that may be won by a player of
skill game 110 may require successful completion of a subdivision ofskill game 110.Network wager application 124 may include apayout module 208 configured to determine whether or not the subdivision ofskill game 110 has been successfully completed. If so, then the randomized prize is awarded to the player. Such an award of the prize may be made throughwager application 112, which may be configured to keep track of funds, credits and wagers. If the subdivision ofskill game 110 has not been successfully completed, thenpayout module 208 may be configured to deposit some or all of the unawarded prize intoaccumulator 128. - The amount of a wager and/or unawarded randomized prize placed into
accumulator 128 may be determined by any suitable mechanism. In one embodiment, the amount placed intoaccumulator 128 may be determined by referencing minimum threshold payout levels. Such payout levels may be set by statute, casino policy, or other suitable mechanism. Such threshold payout levels dictate that, over time, a certain amount of the wagers ofsystem 100 must be paid back to players. Deposit of a certain percentage of the unawarded prizes—such as unwon credits—fromunsuccessful skill game 110 players into the accumulator may raise the payout level ofsystem 100 by paying some or all of such unawarded prizes to subsequentsuccessful skill game 110 players. - Accumulated values in
accumulator 128 may be accumulated and paid out on a basis of the machines used in wagering. In one embodiment, accumulated values inaccumulator 128 may be based upon anindividual EGM 102. For example, within a given level within askill game 110, the accumulated previously unawarded prizes from previous players of the given level may be stored withinaccumulator 128 and associated with theEGM 102. The next player to successfully complete the given level or other subdivision ofskill game 110 is awarded some or all of the previously unawarded prizes from unsuccessful players of the given level on the givenEGM 102. The accumulated amount of prizes may or may not be displayed to attract additional players. In other embodiments, the accumulated values inaccumulator 128 may be based on a group, network, or region ofEGMs 102. In such an embodiment, the next player to successfully complete a given level or other subdivision ofskill game 110 is awarded some or all of the previously unawarded prizes from unsuccessfully players of the given level from the group ofEGMs 102. For example, the unawarded prizes for a given level ofskill game 110 within a given casino may be pooled together inaccumulator 128. In another example, the unawarded prizes for a given level ofskill game 110 across a series of casinos within a country or state may be pooled together inaccumulator 128. In such examples, accumulated pools of unpaid awards may incentivize competition within theskill game 110. - Accumulated values in
accumulator 128 may be paid out in varying amounts. In one embodiment, an accumulated value may be awarded to the next player who, for example, successfully completes a subdivision of game play ofskill game 110. In another embodiment, accumulated values inaccumulator 128 may be paid out in percentages as part of randomized prizes to various subsequent successful players. The percentage of payout of an accumulator may be set by making an adjustment in pay table 206. The total payout percentage of anEGM 102 or set of EGMs may be adjusted by adjusting the percentage of payout of an accumulator. For example, an accumulated payout for a given level ofskill game 110 may be a randomized percentage of theaccumulator 128 for the given level. - Providing a game of skill with wagering components may incentivize a player to conduct more wagers by providing an enjoyable user experience. A player may prefer payout of a wager conditioned upon the game of skill. A player may prefer the presentation of a game of skill over a mere game of chance. A player may be incentivized to play the game of skill with wagering components in order to unlock additional portions of the game of skill in order to play the additional portions. A player may be incentivized to play the game of skill with wager components by leaderboards, in-game rewards or other recognition. A player may wish to make attempts in the game of skill wherein an accumulator includes unsuccessful attempts to accomplish goals in the game of skill or portions thereof. The player may continue to make attempts until the prizes accumulated therein are won by defeating the game of skill. Increased levels of difficulty in the game of skill may provide challenges to users to aspire to claim higher accumulated prizes.
- Games of skill may be used as a bonus round to a game of chance. However, such games may not accomplish one or more benefits of various embodiments. Such games of chance might be played only occasionally in association with the game of chance, thus eliminating benefits and incentives. Further, in many electronic gaming machines bonus rounds only present an illusion of additional opportunities to earn additional credits or winnings, wherein the choices made in the bonus round do not actually determine bonuses won. Instead, the total amount to be won is determined in association with the original wager and prize determination. A game of skill in a bonus round wherein successful completion of a goal provides no or nominal additional winnings compared to a failure may fail to provide one or more of the benefits of the various embodiments. A game of skill functioning only as a bonus to a wagering game may fail to implement unlocking of additional portions of the game of skill. In such a case, incentives to continue playing the game of skill may be decreased because the game play may be repetitive.
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FIGS. 3A-3E illustrate example screens ofdisplay 116 ofEGM 102 during operation ofsystem 100. The screens shown inFIGS. 3A-3E are mere examples of possible configuration and content. Implementation ofdisplay 116 during operation ofsystem 100 may depend upon skill games used, configuration of gaming machines and payout systems, or any other suitable factor.Display 116 may be configured to include wagering information fromwager application 112,network wager application 124, oraffinity server 106, and skill game information fromskill game 110, skillgame server application 126, oraffinity server 106. -
FIG. 3A is an example illustration ofdisplay 116 at an example start screen. A user may deposit funds in or otherwise access funds for the machine. Abalance 302 of available funds may be shown.Display 116 may be configured to provide alogin option 304.Login option 304 may be configured to provide subsequent login capabilities for logging in to a wagering, skill game, or other profile or account such as those available on affinity sever 106. If a player is not logged in, game play may still be available, but performance of the user may not be tracked, and player achievements or unlocked levels may not be tracked.Display 116 may be configured to present one or more skill games to be played by the user through skillgame selection buttons 306. Each skill game may be described by name, image, accumulator values, or any other suitable information. Eachgame selection button 306 may be configured to launch a full or demonstration version of a selected skill game. As described above, many different skill games may be included within anEGM 102. For example purposes,display 116 may be showing options for a golf, basketball, puzzle, adventure, or trivia game.Display 116 may include a cash outbutton 308.EGM 102 may be configured to issue a voucher, ticket, tokens, refund acknowledgment, coins, or any other suitable mechanism of cashing a player out of anEGM 102. -
FIG. 3B is an example illustration of adisplay 116 showing a player profile. Such a player profile may be accessed after logging in throughlogin option 304. The player profile ofdisplay 116 may be accessible outside ofEGM 102, such as through a website or a kiosk, service desk, or other location within a casino.Display 116 may include an indicator of theplayer identity 310.Display 116 may include any suitable information for providing a user information about past play ofskill game 110. For example,display 116 may includeachievements 312,rankings 314, orscores 316 associated with skill games. Each such piece of information may be tied to particular skill games, subdivisions of skill games, or locations. For example,achievements 312 may indicate that the user has hit a hole-in-one in the golf skill game, achieved a “Triviamaster” level in the trivia game, and completed Level 16 in the adventure game.Achievements 312 may include one or more virtual goods that may be associated with the player profile, and may be displayed, for example, in group leaderboards or while the player is playing.Rankings 314 may include rankings of the player at a given location, or across all EGMs providing askill game 110. For example,rankings 314 may indicate that the player is the third-ranked player, out of seven-hundred fifty-two, at the present casino.Rankings 314 may indicate that across all gaming sites, the player is ranked 15,731st. Scores may include scores for specific games or game subdivisions, or an overall rating of the player. For example, scores 316 may indicate that in the golf game, the player has scored 420,000 points, and has a course score of “68” at “Eastside Memorial Course.”Display 116 may include abutton 318 for redeeming points accumulated in skill games for various prizes.EGM 102 may be configured to initiate a session withaffinity server 106 upon detecting theuser pressing button 318. -
FIG. 3C is an example illustration of adisplay 116 showing a skill game screen before play begins. A user may have selected an individual skill game such as “Golf” from thedisplay 116 ofFIG. 3A .Display 116 may include askill game indication 310, indicating theskill game 110 and the subdivision of the skill game which is to be played. A user ofdisplay 116 may have previously selected a given subdivision to play from a list of available or unlocked options, or may have successfully completed the previous subdivision. For example,skill game indication 310 may indicate that theskill game 110 is the “Golf” game, and the subdivision to be played is the “Big Tree Course—Hole 8 (Par 4).”Display 116 may includeinstructions 312 to the user indicating that a wager is necessary to play theskill game 110. Theinstructions 312 may be tailored to the individual type ofskill game 110. For example,instructions 312 may indicate that a wager is necessary to play the identified hole of the “Golf” game. An accumulatedreward value 314, fromaccumulator 128, may be shown. For example,Hole 8 on the “Big Tree Course” has accumulated $15,261 to pay out.Display 116 may includewagering options 316 for wagering a certain amount of available funds or credits, such as one credit, five credits, or ten credits. Eachwagering option 316 may have different odds or payout structures, which may be presented to the user.Display 116 may include agoal 318 indicating to the user what must be accomplished within theskill game 110 in order to win the wager. Such a goal may also indicate in-game bonuses, points, or other skill game specific rewards. For example,goal 318 may indicated that the present subdivision—Hole 8—must be completed in four strokes or less to win the wager and unlock the next hole. -
FIG. 3D is an example illustration of adisplay 116 showing a skill game screen during play. Various status indicators 320 may be used to show the current status of the skill game. For example, in the “Golf” game the user may be on the third stroke of the hole.Display 116 may include agame view 322, illustrating the play of the interactive game which the user is playing. For example, thegame view 322 may illustrate a simulated golf course hole and golfer controlled by the user using I/O 114, wherein a putt has just been made to end the hole and thus the subdivision of the game play ofskill game 110.Bonuses 324, 326 of skill game points or achievements may be awarded based upon play withinskill game 110.Bonus 324 may illustrate points awarded for specific actions within play ofskill game 110, and bonus 326 may illustrate points awarded for completion of a level ofskill game 110. Such points may be shown inpoint total 328. Such points may be tracked by transferring the information toaffinity server 106. -
FIG. 3E is an example illustration of adisplay 116 showing the results of playing a subdivision of a skill game screen.Display 116 may include a indication of thegoal 328 and whether it was achieved. For example, “Hole 8” may have been finished by the player in three strokes, which is less than the maximum of four strokes. Thus,EGM 102 may be configured to determine that the player successfully completed the subdivision ofskill game 110.Display 116 may showresults 330, which may indicate whether or not a randomized prize such asadditional credits 334 were won as a result of the wager. Because the winning ofadditional credits 334 as a prize as a result of the wager is a random event,display 116 may include apresentation 332 to indicate to the user thatEGM 102 is picking a random prize for the user. For example, traditional slot machine spinning wheels may be simulated. Theaccumulator indicator 314 may be incremented or decremented accordingly to the payout configuration and whether a prize will be awarded to the player. Subsequently,display 116 may be configured allow a user to press abutton 336 to continue to the next subdivision of the game in a screen similar toFIG. 3C , or abutton 338 return to a menu such as shown inFIG. 3A or 3B. - If a player has not successfully completed the subdivision of game play of
FIG. 3D , thedisplay 116 ofFIG. 3E may indicate an option to replay the subdivision. In embodiments that do not require successful completion of the subdivision in order to win the wager, thedisplay 116 may still indicate the number ofcredits 334 won by the randomized prize generation. - In operation, a
gaming application 108 may be executing on anEGM 102 through the execution of askill game 110 and awager application 112.Applications memory 120 for execution byprocessor 118. A user may accessEGM 102 throughdisplay 116 and I/O 114 to deposit funds for placing awager 202 in combination with playingskill game 110. The user may access login information for skill game or wager tracking purposes. Such login information may be transferred toaffinity server 106. The user may access and inspect profile information regarding wagering or skill game play history, and redeem affinity or skill game points for real or virtual goods and services. - The user may be presented with
skill game 110 choices, possible subdivisions of game play, and presented values fromaccumulator 128 associated with a givenEGM 102,skill game 110, or subdivision ofskill game 110. The user may run a demonstration of theskill game 110. The user may select askill game 110 and a subdivision ofskill game 110, based on available or unlocked subdivisions. The subdivisions available to the user may depend upon the history ofskill game 110 play associated with the user.Skill game 110 orwager application 112 may accessaccumulator 128 to determine possible prize values, and present the possible values to the user. - The user may select an amount to wager. After detecting a
wager 202,wager application 112 may pass wagering information to networkwager application 124 andaffinity server 106. Theskill game 110 may be played by the user. - Network wager application may access
accumulator 128 to determine possible accumulated values for the user to possibly win. Partial values ofaccumulator 128 may be selected.Network wager application 124 may determine, based upon the wager, theEGM 102, theskill game 110 and subdivision ofskill game 110, and/or the values from accumulator 128 a pay table 206 from which a randomized prize will be generated.Network wager application 124 may userandom number generator 204 to generate a random number from which a prize in pay table 206 will be selected. In one embodiment,network wager application 124 may conduct a bingo game betweenEGM 102 and other EGMs to determine a bingo winner who will receive a selected prize from pay table 206.Network wager application 124 may determine a randomized prize from pay table 206 in the form of funds or credits that are to be won by the user ofEGM 102. -
Skill game 110 may communicate with skillgame server application 126 to facilitate anycompetitive skill game 110 matches with other users of similarly configured EGMs. - The user may play
skill game 110 to completion of a subdivision ofskill game 110.Skill game 110 may award various skill game points to user during play of the subdivision.Skill game 110 may award achievements, unlock levels, or provide other rewards upon the completion of play. Such skill game rewards may be communicated toaffinity server 106. - If the user has successfully completed a defined goal of the subdivision of
skill game 110,skill game 110 or skillgame server application 126 may communicate such results to networkwager application 124. In one embodiment,network wager application 124 may provide the randomized prize to be awarded—as determined from pay table 206—to the user viawager application 112 regardless of whether the user successfully completed the goal. In another embodiment,network wager application 124 may provide the randomized prize to the user only if the user successfully completed the goal. If the user has not successfully completed the goal, some or all of the randomized prize to be won is instead returned toaccumulator 128 on the same basis in which they were withdrawn. In any of these embodiments,network wager application 124 may deposit some or all ofwager 202 inaccumulator 128 if the prize determined from pay table is less than thewager 202. - The user may repeat the attempt at the subdivision of the
skill game 110, or select and play another subdivision. Each such play may require another wager. User may cash out the balance of credits or funds. -
FIG. 4 is an example embodiment of amethod 400 of interfacing with a user to provide a game of skill with wagering components. Instep 405, available menu options may be displayed for the user to choose from. Such menu options may include the ability to login to a user profile, create a profile, add funds, cash out funds, or any other suitable option. Instep 410, if a user profile has been accessed or created, an affinity server may be contacted with user and login information. Instep 415, user profile information may be displayed. Such user profile information may included rankings, achievements, scores, unlocked levels of various skill games, affinity point rewards, or any other suitable user profile information. The user may be able to access more detailed information on any of these topics, or redeem points for virtual or real goods and services. - In
step 425, a player may be able to remove any funds deposited or otherwise made available for wagering. Instep 430, available skill games to be played may be displayed. Instep 435, a selection of one of the skill games may be detected and the skill game launched. A demonstration of the skill game may be presented to the user. Instep 440, available subdivisions of the skill game may be presented for selection to the user. The available subdivisions may represent various starting points within the skill game from which play may begin. The number of available subdivisions may depend upon historical skill game play by the user, wherein subdivisions such as levels are unlocked and progress is saved with the user's profile. A goal required to complete the subdivision, and possibly win a wager, may be displayed to the user. - In
step 445, accumulator values reflecting prizes previously uncollected may be determined for the chosen skill game, subdivision, and/or gaming machine. The accumulator values may be displayed to the user as an incentive to choose a given skill game or subdivision to play. Instep 450, a list of wagering options may be displayed. Wagering options may specify one or more choices of wagers that may be placed in order to win a prize, such as a portion of the value of the accumulator. Odds of winning may be displayed to the user. A wagering option may be required to be selected before game play may begin. - In
step 455, it may be determined whether a subdivision of a skill game and a wager have been selected. If the skill game subdivision and wager have not been selected, then the method may continue to display such options as performed instep 440, or such displays may be augmented to remind the user to make a selection of skill game subdivision or to place a wager. If a skill game subdivision and wager have been selected, then instep 460 wager information may be sent to a wager handler to determine an outcome of the wager, and to an affinity server for tracking wager placements for the user. - In
step 465, the skill game may be conducted. To conduct the skill game, an interactive display may be presented to the user, who may control actions or decisions within the skill game to reach or complete an objective, which may comprise a subdivision of the skill game. Instep 470, during or after the skill game, points, achievements, or other rewards may be awarded based on skill game play. Depending upon whether the user has successfully completed the subdivision, additional subdivisions may be subsequently available for play. Instep 475, information concerning the success, failure, score, new subdivisions, or other information related to skill game play may be transferred to an affinity server and/or to a wager handler. - In
step 480, a determined prize, based upon at least the wager, may be received from the wager handler. In one embodiment, the determined prize may be based upon the success of failure of skill game play. In another embodiment, the determined prize may be based upon the size of the accumulator. The determined prize may include, for example: nothing; a random amount of the presented accumulator; or any other value as determined by a pay table. Instep 485, results of the prize determination may be displayed to the user, and the method may repeat by returning to, for example,step 425, giving the user the option to cash out or play again. -
FIG. 5 is an example embodiment of amethod 500 of determining a randomized prize to a user to playing a game of skill with wagering components. Instep 505, a selected skill game and an associated subdivision of game play to be played by a user may be determined. Such a determination may be made by receiving selections from the user or a gaming application. Instep 510, a value of accumulated unawarded prizes available to be won for the selected skill game and subdivision may be determined. The value of accumulated unawarded prizes may also depend upon the gaming machine or location on which the user wishes to play. Such a determination may be made by accessing an accumulator. Instep 515, the determined value of accumulated unawarded prizes may be provided to a user or a gaming application. - In
step 520, a wager placed in association with playing the subdivision of the skill game may be determined. Such a determination may be made by receiving selections from the user or a gaming application. Instep 525, a pay table may be accessed to determine a possible randomized prize to be awarded, such a credit or currency payout. The pay table and associated possible prize may be based upon the unawarded prize values in the accumulator, the wager, the skill game, and/or the location of the gaming machine. The possible prize may be selected by, for example, a random number generator. Instep 530, the associated possible prize may be determined. - In
step 535, it may be determined whether the user was successful in achieving a specified goal in the subdivision of the skill game. Instep 540, it may be determined whether such success is necessary to receive the determined possible prize. If not, then instep 550 the prize may be awarded to the user. If so, then instep 545 it may be determined whether the user successfully completed the skill game. If so, then instep 550 the prize may be awarded to the user. If not, then instep 555, some or all of any unawarded prizes and/or lost wagers may be added to the accumulator. The method may return to step 505 for repeated execution. -
Methods FIGS. 1-3 , or any other system operable to implementmethods methods methods methods methods - For the purposes of this disclosure, computer-readable media may include any instrumentality or aggregation of instrumentalities that may retain data and/or instructions for a period of time. Computer-readable media may include, without limitation, storage media such as a direct access storage device (e.g., a hard disk drive or floppy disk), a sequential access storage device (e.g., a tape disk drive), compact disk, CD-ROM, DVD, random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), and/or flash memory; as well as communications media such wires, optical fibers, and other electromagnetic and/or optical carriers; and/or any combination of the foregoing.
- Although the present disclosure has been described in detail, it should be understood that various changes, substitutions, and alterations can be made hereto without departing from the spirit and the scope of the disclosure as defined by the appended claims.
Claims (45)
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US13/223,085 US20130053118A1 (en) | 2011-08-31 | 2011-08-31 | Game of Skill with Wagering Components |
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US13/223,085 US20130053118A1 (en) | 2011-08-31 | 2011-08-31 | Game of Skill with Wagering Components |
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US20100222138A1 (en) * | 2005-03-23 | 2010-09-02 | Bally Gaming, Inc. | Shared Progressive Gaming System and Method |
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